The Warlock now reads:
Warlock: ATT: 12 DEF: 1 DMG: D4 HP X 2
SUMMON DEMON: (G) (B) (F)
The Warlock summons up a Demon from the dark nether to aid him in combat and protect him. Roll (6+LP) VC as a Go Action to make the Warlock Busy, showing the Players that there is a Demon on the field. If the Warlock is attacked or the subject of a spell or ability, the Demon may absorb the effects if the Warlock rolls (6+LP) VC, but the Warlock will become “hacked” and the Demon would go away. As a Turn Action, roll (6+LP) VC to become Fallow, or just wait until the end of the round where the Warlock AUTOMATICALLY becomes Fallow on the End Round Action.
DEMON ATTACK: (T) (F)
When the Warlock becomes Fallow, the Demon can attack on that Player’s next turn if the Warlock rolls (6+LP) VC, doing the Warlocks THP in damage, but the Warlock takes (LPX2) + 1 DMG. The DMG the Warlock receives is done before the Total Hit Points affects an Opponent’s Mob. So subtract (LPX2) + 1 from the Warlock’s THP first, and then the Warlock uses the end result as the damage that demon does.
Some minor changes to the Light Mage:
Replace Busy with Fallow in the spell NEW.
Clear a few things up about Rank; One person rolls for both player's rank, the rank should be the same for both players.
Fire Mage now reads:
Fire Mage: ATT: 12 DEF: 1 DMG: D4 HP X 1
FIREBALL: (T)
Duh, fireballs are made of fire. The Fire Mage throws a 3D6 FIREBALL into any zone on the Opponent's side. The Fire Mage has only 2+LP D6 FIREBALLS to throw so if there are any less than three, consider FIREBALL to be all-or-some, otherwise only a Maximum of 3D6 can be thrown at one time.
FIREWALL: (T) (PP)
Walls are made to keep people out, but when they’re made of fire, they really hurt. When the Fire Mage casts Firewall, place the Fire Mage in the STUCK, Busy or Fallow positions. For the rest of the game, the Fire Mage has the option to stay in that position indefinitely, until “Hacked”, or leave the zone and become Inactive. If an Opponent Mob Attacks, casts a Spell or uses an Ability that requires a Mob to come out of that zone, that Opponent Mob takes (2+LP) D6 Damage. A FIREWALL is permanent as long as the Fire Mage is in the zone AND the Damage is also permanent. The FIREWALL goes down and the Fire Mage becomes Inactive if the Fire Mage is “Hacked”. The Fire Mage need only roll (5+LP) VC to cast FIREWALL.
I especially apologize for this, the Fire Mage, being that he was too, way too, powerful. So here's my second attempt, let me know if you like it.
Paul